Rough Magic 4e EN:Attributes: Difference between revisions

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! class="alignright"|Area
! class="alignright"|Area
! class="alignright"|Range
! class="alignright"|Range
! class="alignright"|Boost
! class="aligncenter"|Boost
! class="alignleft"|Transformation
! class="alignleft"|Transformation
|-
|-
! class="aligncenter h2cell"|0
| class="aligncenter"|0
| class="alignright"|0
| class="aligncenter"|0
| class="alignright"|0 m radius
| class="alignright"|0 m radius
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|+0
| class="aligncenter"|0
| class="alignleft"|Max height 2 m, mass 100 kg; Min Height 2 m
| class="alignleft"|Max height 2 m, mass 100 kg, Brawn +0; Min Height 2 m, Agility +0
|-
|-
! class="aligncenter h2cell"|1
| class="aligncenter"|1
| class="alignright"|1
| class="aligncenter"|2
| class="alignright"|1 m radius
| class="alignright"|15 m
| class="alignright"|+1
| class="alignleft"|Max height 4 m, mass 980 kg, Brawn +1; Min Height 60 cm, Agility +1
|-
! class="aligncenter h2cell"|2
| class="alignright"|2
| class="alignright"|2 m radius
| class="alignright"|2 m radius
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|+1
| class="aligncenter"|1
| class="alignleft"|Max height 5 m, mass 1,700 kg, Brawn +1; Min Height 20 cm, Agility +1
| class="alignleft"|Max height 5 m, mass 1,700 kg, Brawn +1; Min Height 20 cm, Agility +1
|-
|-
! class="aligncenter h2cell"|3
| class="aligncenter"|2
| class="alignright"|3
| class="aligncenter"|4
| class="alignright"|3 m radius
| class="alignright"|30 m
| class="alignright"|+1
| class="alignleft"|Max height 6 m, mass 3,100 kg, Brawn +1; Min Height 6 cm, Agility +1
|-
! class="aligncenter h2cell"|4
| class="alignright"|4
| class="alignright"|4 m radius
| class="alignright"|4 m radius
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|+1
| class="aligncenter"|1
| class="alignleft"|Max height 7 m, mass 5,500 kg, Brawn +1; Min Height 2 cm, Agility +1
| class="alignleft"|Max height 7 m, mass 5,500 kg, Brawn +1; Min Height 2 cm, Agility +1
|-
|-
! class="aligncenter h2cell"|5
| class="aligncenter"|3
| class="alignright"|6
| class="aligncenter"|8
| class="alignright"|6 m radius
| class="alignright"|60 m
| class="alignright"|+2
| class="alignleft"|Max height 9 m, mass 9,800 kg, Brawn +2; Min Height 6 mm, Agility +2
|-
! class="aligncenter h2cell"|6
| class="alignright"|8
| class="alignright"|8 m radius
| class="alignright"|8 m radius
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|+2
| class="aligncenter"|2
| class="alignleft"|Max height 10 m, mass 17 t, Brawn +2; Min Height 2 mm, Agility +2
| class="alignleft"|Max height 10 m, mass 17 t, Brawn +2; Min Height 2 mm, Agility +2
|-
|-
! class="aligncenter h2cell"|7
| class="aligncenter"|4
| class="alignright"|12
| class="aligncenter"|16
| class="alignright"|12 m radius
| class="alignright"|120 m
| class="alignright"|+2
| class="alignleft"|Max height 13 m, mass 31 t, Brawn +2; Min Height 600 μm, Agility +2
|-
! class="aligncenter h2cell"|8
| class="alignright"|16
| class="alignright"|16 m radius
| class="alignright"|16 m radius
| class="alignright"|160 m
| class="alignright"|160 m
| class="alignright"|+2
| class="aligncenter"|2
| class="alignleft"|Max height 15 m, mass 55 t, Brawn +2; Min Height 200 μm, Agility +2
| class="alignleft"|Max height 15 m, mass 55 t, Brawn +2; Min Height 200 μm, Agility +2
|-
|-
! class="aligncenter h2cell"|9
| class="aligncenter"|5
| class="alignright"|24
| class="aligncenter"|32
| class="alignright"|24 m radius
| class="alignright"|240 m
| class="alignright"|+3
| class="alignleft"|Max height 18 m, mass 98 t, Brawn +3; Min Height 60 μm, Agility +3
|-
! class="aligncenter h2cell"|10
| class="alignright"|32
| class="alignright"|32 m radius
| class="alignright"|32 m radius
| class="alignright"|320 m
| class="alignright"|320 m
| class="alignright"|+3
| class="aligncenter"|3
| class="alignleft"|Max height 20 m, mass 170 t, Brawn +3; Min Height 20 μm, Agility +3
| class="alignleft"|Max height 20 m, mass 170 t, Brawn +3; Min Height 20 μm, Agility +3
|-
| class="aligncenter"|6
| class="aligncenter"|64
| class="alignright"|64 m radius
| class="alignright"|640 m
| class="aligncenter"|3
| class="alignleft"|Max height 30 m, mass 550 t, Brawn +3; Min Height 2 μm, Agility +3
|-
| class="aligncenter"|7
| class="aligncenter"|125
| class="alignright"|125 m radius
| class="alignright"|1 km
| class="aligncenter"|4
| class="alignleft"|Max height 50 m, mass 1,700 t, Brawn +4; Min Height 200 nm, Agility +4
|-
| class="aligncenter"|8
| class="aligncenter"|250
| class="alignright"|250 m radius
| class="alignright"|3 km
| class="aligncenter"|4
| class="alignleft"|Max height 70 m, mass 5,500 t, Brawn +4; Min Height 20 nm, Agility +4
|-
| class="aligncenter"|9
| class="aligncenter"|500
| class="alignright"|500 m radius
| class="alignright"|5 km
| class="aligncenter"|5
| class="alignleft"|Max height 100 m, mass 17,000 t, Brawn +5; Min Height 2 nm, Agility +5
|-
| class="aligncenter"|10
| class="aligncenter"|1,000
| class="alignright"|1 km radius
| class="alignright"|10 km
| class="aligncenter"|5
| class="alignleft"|Max height 150 m, mass 55,000 t, Brawn +5; Min Height 200 pm, Agility +5
|}
|}



Revision as of 21:08, 26 January 2022

Arrow up 16x16.png Contents

A character's attributes in Bulletproof Blues are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.

Base attributes (Agility, Brawn, Presence, and Reason) and Power Level each cost one character point to have a 1 in that attribute. Increasing an attribute costs a number of character points equal to the current attribute. For example, increasing an attribute from 3 to 4 costs 3 points. We suggest spending around 30 character points on attributes. Note that Power Level should be zero unless you have supernatural traits and/or the Occult skill.

Peak human potential is marked in red.


Table: Attribute cost
Description Value Cost
Typical 1 1
2 2
3 4
Fantastic 4 7
5 11
6 16
Epic 7 22
8 29
9 37
Unearthly 10 46


Random Character Generation

Would you like to roll dice for your attributes? You can! Roll two six-sided dice, and consult the following table to see what you get:


Table: Random attributes
Roll 2d6 Value Cost
2 2 2
3-4 3 4
5-8 4 7
9-10 5 11
11-12 6 16


Roll five times, and add up the total cost. Subtract that total from your pool of character points.

Now assign what you rolled to your character's attributes (Agility, Brawn, Presence, Reason, Power Level), placing each number wherever you like.

Agility

Agility represents a character's coordination, ranged fighting ability, and general flexibility.

Agility determines a character's base movement speed. Agility is the default attribute used for attacking and defending in ranged combat. See the Actions chapter for more information.

If a character's Agility is reduced to zero, they have great difficulty moving. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Agility rolls. Agility may not be reduced below zero.

Peak human potential is marked in red.


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(km/h)
1 2 m 4 m 12 m 7 km/h
2 4 m 8 m 24 m 14 km/h
3 7 m 14 m 42 m 25 km/h
4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h
7 400 m 800 m 2,400 m 1,400 km/h
8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h
10 13 km 26 km 78 km 47,000 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 7 m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h
7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h
10 130 m 260 m 780 m 470 km/h

Brawn

Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness.

Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for hand-to-hand combat. See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they have great difficulty moving. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.

Peak human potential is marked in red.


Table: Brawn
Brawn Lift Example Throw
25 kg
Standing
Long Jump
0 26 kg medium dog 1 1 m
1 55 kg pony keg of beer 1 1 m
2 120 kg heavy adult 2 2 m
3 260 kg motorcycle 5 5 m
4 550 kg grand piano 11 11 m
5 1,700 kg full size car 35 35 m
6 5,500 kg empty dump truck 110 110 m
7 17 t tractor-trailer 350 350 m
8 55 t loaded tanker truck 1100 1,100 m
9 170 t huge mining dump-truck 3500 3,500 m
10 550 t 747 passenger plane 11000 11 km
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
  2. Throw 25 kg indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 120 kg up to 110 meters.
  3. Long Jump indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Endurance

A character's Endurance is equal to their Agility + Brawn, and a permanent change to either of these attributes will increase or decrease the character's Endurance by the same amount. Endurance can't be purchased directly, but it can be modified with gifts or other abilities.

Endurance represents a character's ability to physically exert themselves and withstand injury. Endurance acts as a reservoir of points which is expended as the character is injured. When a character is successfully attacked, the damage they take is subtracted from their current Endurance. Endurance is replenished by rest and medical care.

A character whose current Endurance has been reduced to 0 can speak and interact, but any action incurs a -3 penalty and requires the expenditure of 1 Willpower. Endurance may not be reduced below zero. A character with zero Endurance who is attacked again and who would have taken at least 1 point of damage is defeated: they are out of the fight, and probably unconscious.

Normally, an injured character may recover half of their lost Endurance (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.

Presence

Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others.

If a character's Presence is reduced to zero, they have great difficulty making choices. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Presence rolls. Presence may not be reduced below zero.

Reason

Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Willpower

Only player characters (PCs) have Willpower: non-player characters (NPCs) do not have Willpower. A character's Willpower is equal to their Presence + Reason, and a permanent change to those attributes will increase or decrease Willpower by the same amount. Willpower may not be reduced below zero.

Willpower acts as a reservoir of points which the character may expend to perform extraordinary acts, and can be spent at any time, subject to the GM's approval. Here are some examples:

  • Extra Effort: A player can spend 1 or more points of Willpower, and their character gains an equal amount on the current roll or defense. The player may decide to spend the Willpower before or after the dice are rolled.
  • Improvisation: A player can spend 1 point of Willpower to use their current skills and powers in new and creative ways. For example, a character who does not have the Finesse skill might use improvisation to pick a lock with their Science skill (using liquid nitrogen to break the lock, for example). The character could then attempt a roll to pick the lock with Science (Reason).
  • Inspiration: When all else fails, a player can spend 1 point of Willpower to make an intuitive leap and receive a hint from the GM on what to do next.
  • Rally: A player can spend 1 or more points of Willpower, and their character recovers an equal amount of Endurance.
  • Retcon: "Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot, subject to the GM's approval. For example, this can be a needed resource that had previously been overlooked ("If we only had a wheelbarrow..."). A good retcon should not overtly violate what has been established in the game.
  • Surge: A player can spend 1 point of Willpower, and one of the character's attributes increases by 1 for one round.

Additionally, some gifts and powers have specific features that may be activated by spending a point of Willpower.

Once per day, when the circumstances are appropriate, the character may invoke their motivations to restore their Willpower to full. The character may also recover half of their lost Willpower (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Willpower by getting a good night's sleep (or spending an equivalent period on meditation and study).

Power Level

Power Level represents the strength of a character's supernatural might, magical potency, or spiritual enlightenment. Most people have a Power Level of zero.

If a spell or power affects an area, the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a spell or power is ranged, the maximum range of the power is dictated by the character's Power Level.

If a character's Power Level is reduced to zero, they can no longer cast spells or use any abilities which depend on Power Level (constant powers are unaffected). Power Level may not be reduced below zero.


Table: Power Level
Power Level Effect Area Range Boost Transformation
0 0 0 m radius 0 m 0 Max height 2 m, mass 100 kg, Brawn +0; Min Height 2 m, Agility +0
1 2 2 m radius 20 m 1 Max height 5 m, mass 1,700 kg, Brawn +1; Min Height 20 cm, Agility +1
2 4 4 m radius 40 m 1 Max height 7 m, mass 5,500 kg, Brawn +1; Min Height 2 cm, Agility +1
3 8 8 m radius 80 m 2 Max height 10 m, mass 17 t, Brawn +2; Min Height 2 mm, Agility +2
4 16 16 m radius 160 m 2 Max height 15 m, mass 55 t, Brawn +2; Min Height 200 μm, Agility +2
5 32 32 m radius 320 m 3 Max height 20 m, mass 170 t, Brawn +3; Min Height 20 μm, Agility +3
6 64 64 m radius 640 m 3 Max height 30 m, mass 550 t, Brawn +3; Min Height 2 μm, Agility +3
7 125 125 m radius 1 km 4 Max height 50 m, mass 1,700 t, Brawn +4; Min Height 200 nm, Agility +4
8 250 250 m radius 3 km 4 Max height 70 m, mass 5,500 t, Brawn +4; Min Height 20 nm, Agility +4
9 500 500 m radius 5 km 5 Max height 100 m, mass 17,000 t, Brawn +5; Min Height 2 nm, Agility +5
10 1,000 1 km radius 10 km 5 Max height 150 m, mass 55,000 t, Brawn +5; Min Height 200 pm, Agility +5